sidefx at trinix.ca
Thu Nov 18 18:11:38 EST 2010
Also if you're in a hurry, you may use the AttribTransfer and use points
(or even metaballs) as influencer. However you won't be able to control
the radius of influence per point, only global. I think it's the only
difference with a metaball implementation.
Check also the WireCapture and WireDeform because they allow you to
transfer color (check Visualize Weighting) from a curve to a geometry.
Than use that color as the influence for your falloff.
Regarding metaball falloff, I'm pretty sure I saw a thread about it.
Maybe on odforce. If I remember one sent a hip file with the metaloop in
François Duchesneau wrote:
> That's a tool I plan to do in my spare time. Basically you would create
> a Vop Sop with the Meta-loop Vop etc to add a falloff attribute on your
> incoming points.
> I did something useful too is a falloff tool based on a closed curve on
> a surface. It avoids using the Paint Sop to be fully procedural and you
> still have lots of control. In many cases it is more precise and easier
> to setup than metaballs.
> I've used Modo and they have nice falloff shapes. I think I will do a
> curve falloff where you would create any curve and control the radius of
> influence along the curve from a ramp.
> After my contract I plan to release those tools and many more.
> Jayandera Danappal wrote:
>> Hi, Is there suggestions to how to make falloff masks using metaballs
>> instead of using the Paint node. Any thoughts would be great. Thanks.
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